221 lines
7.6 KiB
C++
221 lines
7.6 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGCoreImpl/SGHandLayerImpl.h"
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#include <vector>
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#include "Containers/StringConv.h"
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#include "SGBuildHacks/SGInclude_Core_CustomWaveform.h"
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#include "SGBuildHacks/SGInclude_Core_HandLayer.h"
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#include "SGBuildHacks/SGInclude_Core_HandPose.h"
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#include "SGBuildHacks/SGInclude_Core_Quat.h"
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#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
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#include "SGCoreImpl/SGCustomWaveformImpl.h"
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#include "SGCoreImpl/SGCustomWaveformImpl.h"
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#include "SGCoreImpl/SGCoreEnumCast.h"
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#include "SGCoreImpl/SGHandPoseImpl.h"
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#include "SGCoreImpl/SGHapticGloveImpl.h"
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#include "SGCoreImpl/SGQuatImpl.h"
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#include "SGCoreImpl/SGVect3DImpl.h"
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#include "SGUtils/SGArrayUtils.h"
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bool FSGHandLayerImpl::DeviceConnected(const bool bRightHanded)
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{
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return FHandLayerType::DeviceConnected(bRightHanded);
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}
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ESGDeviceType FSGHandLayerImpl::GetDeviceType(const bool bRightHanded)
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{
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return FSGCoreEnumCast::ToESGDeviceType(FHandLayerType::GetDeviceType(bRightHanded));
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}
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bool FSGHandLayerImpl::GetFirstGloveHandedness()
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{
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return FHandLayerType::GetFirstGloveHandedness();
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}
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int32 FSGHandLayerImpl::GlovesConnected()
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{
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return FHandLayerType::GlovesConnected();
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}
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bool FSGHandLayerImpl::GetGloveInstance(const bool bRightHanded, TSharedPtr<FSGHapticGloveImpl>& OutGlove)
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{
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FSGHapticGloveImpl::FHapticGlovePtrType Glove;
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const bool bResult = FHandLayerType::GetGloveInstance(bRightHanded, Glove);
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if (bResult)
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{
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OutGlove = MakeShared<FSGHapticGloveImpl>(MoveTemp(Glove));
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}
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return bResult;
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}
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ESGHapticGloveCalibrationState FSGHandLayerImpl::GetCalibrationState(const bool bRightHanded)
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{
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return FSGCoreEnumCast::ToESGHapticGloveCalibrationState(FHandLayerType::GetCalibrationState(bRightHanded));
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}
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FString FSGHandLayerImpl::GetCalibrationInstructions(const bool bRightHanded)
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{
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const FString Instructions{UTF8_TO_TCHAR(FHandLayerType::GetCalibrationInstructions(bRightHanded).c_str())};
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return Instructions;
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}
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void FSGHandLayerImpl::ResetCalibration(const bool bRightHanded)
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{
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FHandLayerType::ResetCalibration(bRightHanded);
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}
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void FSGHandLayerImpl::EndCalibration(const bool bRightHanded)
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{
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FHandLayerType::EndCalibration(bRightHanded);
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}
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bool FSGHandLayerImpl::GetHandPose(const bool bRightHanded, FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = FHandLayerType::GetHandPose(bRightHanded, HandPose);
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OutHandPose = FSGHandPoseImpl{HandPose};
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return bResult;
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}
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void FSGHandLayerImpl::GetWristLocation(
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const bool bRightHanded, const FVector& ReferencePosition, const FQuat& ReferenceRotation,
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const ESGPositionalTrackingHardware TrackingHardware,
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FVector& OutWristPosition,
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FQuat& OutWristRotation)
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{
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FSGVect3DImpl::FVect3DType WristPosition;
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FSGQuatImpl::FQuatType WristRotation;
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FHandLayerType::GetWristLocation(
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bRightHanded,
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FSGVect3DImpl{ReferencePosition}.ToVect3D(), FSGQuatImpl{ReferenceRotation}.ToQuat(),
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FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
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WristPosition, WristRotation);
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OutWristPosition = FSGVect3DImpl{WristPosition}.ToFVector();
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OutWristRotation = FSGQuatImpl{WristRotation}.ToFQuat();
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}
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void FSGHandLayerImpl::StopAllHaptics(const bool bRightHanded)
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{
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FHandLayerType::StopAllHaptics(bRightHanded);
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}
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bool FSGHandLayerImpl::SendHaptics(const bool bRightHanded)
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{
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return FHandLayerType::SendHaptics(bRightHanded);
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}
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bool FSGHandLayerImpl::SupportsCustomWaveform(const bool bRightHanded, const ESGHapticLocation AtLocation)
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{
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return FHandLayerType::SupportsCustomWaveform(bRightHanded, FSGCoreEnumCast::ToEHapticLocation(AtLocation));
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}
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bool FSGHandLayerImpl::SendCustomWaveform(
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const bool bRightHanded, FSGCustomWaveformImpl& OutWaveform, const ESGHapticLocation Location)
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{
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const bool bResult = FHandLayerType::SendCustomWaveform(
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bRightHanded, OutWaveform.ToCustomWaveform(), FSGCoreEnumCast::ToEHapticLocation(Location));
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return bResult;
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}
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bool FSGHandLayerImpl::QueueCommand_ForceFeedbackLevels(
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const bool bRightHanded, const TArray<float>& Levels01, const bool bSendImmediate)
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{
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std::vector<float> Levels01Vector{FSGArrayUtils::ToStdVector(Levels01)};
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return FHandLayerType::QueueCommand_ForceFeedbackLevels(bRightHanded, MoveTemp(Levels01Vector), bSendImmediate);
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}
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bool FSGHandLayerImpl::QueueCommand_ForceFeedbackLevel(
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const bool bRightHanded, const int32 Finger, const float Level01, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_ForceFeedbackLevel(bRightHanded, Finger, Level01, bSendImmediate);
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}
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bool FSGHandLayerImpl::QueueCommand_VibroLevels(
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const bool bRightHanded, const TArray<float>& Levels01, const bool bSendImmediate)
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{
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std::vector<float> Levels01Vector{FSGArrayUtils::ToStdVector(Levels01)};
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return FHandLayerType::QueueCommand_VibroLevels(bRightHanded, MoveTemp(Levels01Vector), bSendImmediate);
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}
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bool FSGHandLayerImpl::QueueCommand_VibroLevel(
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const bool bRightHanded, const int32 Finger, const float Level01, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_VibroLevel(bRightHanded, Finger, Level01, bSendImmediate);
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}
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bool FSGHandLayerImpl::QueueCommand_VibroLevel(
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const bool bRightHanded, const ESGHapticLocation AtLocation, const float Level01, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_VibroLevel(
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bRightHanded, FSGCoreEnumCast::ToEHapticLocation(AtLocation), Level01, bSendImmediate);
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}
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bool FSGHandLayerImpl::SupportsWristSqueeze(const bool bRightHanded)
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{
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return FHandLayerType::SupportsWristSqueeze(bRightHanded);
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}
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bool FSGHandLayerImpl::QueueCommand_WristSqueeze(
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const bool bRightHanded, const float SqueezeLevel01, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_WristSqueeze(bRightHanded, SqueezeLevel01, bSendImmediate);
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}
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bool FSGHandLayerImpl::SupportsFlexionLocks(const bool bRightHanded)
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{
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return FHandLayerType::SupportsFlexionLocks(bRightHanded);
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}
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bool FSGHandLayerImpl::QueueCommand_FlexionLock(
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const bool bRightHanded, const int32 Finger, const float Flexion01, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_FlexionLock(bRightHanded, Finger, Flexion01, bSendImmediate);
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}
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bool FSGHandLayerImpl::QueueCommand_ClearFlexionLock(
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const bool bRightHanded, const int32 Finger, const bool bSendImmediate)
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{
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return FHandLayerType::QueueCommand_ClearFlexionLock(bRightHanded, Finger, bSendImmediate);
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} |